﻿Shader "BToolkit/Double Face/Bumped Specular" {
Properties {
    _Color ("Main Color", Color) = (1,1,1,1)
    _SpecColor ("Specular Color", Color) = (1, 1, 1, 1)
    _Shininess ("Shininess", Range (0.03, 1)) = 0.25
    _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
    _BumpMap ("Normalmap", 2D) = "bump" {}
}
SubShader {
     Tags { "RenderType"="Opaque" }
     LOD 400

	 Cull off
     
 CGPROGRAM
 #pragma surface surf BlinnPhong


 sampler2D _MainTex;
 sampler2D _BumpMap;
 fixed4 _Color;
 half _Shininess;

 struct Input {
     float2 uv_MainTex;
     float2 uv_BumpMap;
 };

 void surf (Input IN, inout SurfaceOutput o) {
     fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
     o.Albedo = tex.rgb * _Color.rgb;
     o.Gloss = tex.a;
     o.Alpha = tex.a * _Color.a;
     o.Specular = _Shininess;
     o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
 }
 ENDCG
 }
 FallBack "Specular"
}